控制摄像机围绕目标旋转观察


using UnityEngine;
using System.Collections;

public class CameraController : MonoBehaviour {
    public Transform target;

    public float distance = 5f;

    private float speedX = 240;
    private float speedY = 120;

    private float minLimitY = 5f;
    private float maxLimitY = 180f;

    private float mX = 0.0f;
    private float mY = 0.0f;

    private float maxDistance = 10;
    private float minDistance = 1.5f;

    private float zoomSpeed = 2f;
    public bool isNeedDamping = true;

    public float damping = 2.5f;

    void Start()
    {
        mX = transform.eulerAngles.x;
        mY = transform.eulerAngles.y;
    }

    void LateUpdate()
    {
        if(target != null&&Input .GetMouseButton (1))
        {
            mX += Input.GetAxis("Mouse X") * speedX * Time.deltaTime;
            mY -= Input.GetAxis("Mouse Y") * speedY * Time.deltaTime;

            mY = ClampAngle(mY, minLimitY, maxLimitY);
        }

        distance -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;
        distance = Mathf.Clamp(distance, minDistance, maxDistance);

        Quaternion mRotation = Quaternion.Euler(mY, mX, 0);
        Vector3 mPosition = mRotation * new Vector3(0, 0, -distance) + target.position;
        //是否平滑过渡
        if(isNeedDamping )
        {
            transform.rotation = Quaternion.Lerp(transform.rotation, mRotation, Time.deltaTime*damping);
            transform.position = Vector3.Lerp(transform.position, mPosition, Time.deltaTime * damping);
        }
        else
        {
            transform.rotation = mRotation;
            transform.position = mPosition;
        }
    }

    private float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360) angle += 360;
        if (angle > 360) angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}



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